Equipment planning. Thoughts?


Starfinder Society

3/5

I've put this here since SFS play has a unique situation with equipment.

As I now have 2 3rd level characters and a fair amount of credits I'm looking to upgrade gear. What I'm seeing is that at 3rd level I'm spending most of my credits on armor, the +2 personal upgrade and some random bits of equipment. There appears to be a gap in weapons and armor upgrades that aren't available until level 5-ish.

Anyone else see this trend or think I'm imagining things?

The Exchange 1/5 5/55/55/55/5

Starfinder Charter Superscriber

There's quite a few gaps in some things, there was only so much space in the book afterall, but I would hope that Starfinder Armory in July fills in a decent amount of stuff.

That being said, I would raise two points.

1) Most weapons don't get an upgrade in damage dice between 1st and 6th level, so you're likely not falling behind the power curve by waiting to upgrade your weapon.

and

2) Armor Upgrades can stack in an armor as long as it has multiple slots to fit them, so there's no reason you need to get the 4th level upgrade when you could get 2 2nd level ones. That being said, there are a decent amount of armor upgrades in every level right now.

1/5 **

Shaudius wrote:

2) Armor Upgrades can stack in an armor as long as it has multiple slots to fit them, so there's no reason you need to get the 4th level upgrade when you could get 2 2nd level ones. That being said, there are a decent amount of armor upgrades in every level right now.

I've not seen anything that limits the level of the upgrade you can put in armor like with weapon fusions. Did I miss something? Or maybe character level is what you are referring to. I have noticed that all armor upgrades only take 1 slot, with the only exception being force fields.

But to the original question: I think this is to be expected. If you had to go and complete upgrade just your weapons and armor every level, you'd run out of cash quick. So it makes since that there would be certain level plateaus. I've not looked to closely to see when those might be though. I'm only now getting to my 2nd 3rd level character.

The Exchange 1/5 5/55/55/55/5

Starfinder Charter Superscriber
Perdue wrote:


I've not seen anything that limits the level of the upgrade you can put in armor like with weapon fusions. Did I miss something? Or maybe character level is what you are referring to. I have noticed that all armor upgrades only take 1 slot, with the only exception being force fields.

Yes, more that you can just fill your armor with lower level items (perhaps 2 and 2 was a bad example because it makes it look like you're putting enough to get to 4.)

Perdue wrote:


But to the original question: I think this is to be expected. If you had to go and complete upgrade just your weapons and armor every level, you'd run out of cash quick. So it makes since that there would be certain level plateaus. I've not looked to closely to see when those might be though. I'm only now getting to my 2nd 3rd level character.

While we have limited data, it looks like there's going to more credits given out in Starfinder Society than what is provided in the total WBL curve(to allow for selling at 10%), so you might be able to purchase armor and weapons at close to every level and still be able to buy some other stuff, but I have not done the math on how much the stuff costs just how much over WBL you'll be.

Here's what the credits for SFS looks like at early levels with some base line assumptions.

Spoiler:

Right now it looks like Tier 1-2 is around 750;
Tier 3-4 is around 1500;
5-6 is around 4k

WBL is
1st 1000
2nd 2000
3rd 4000
4th 6000
5th 9000
6th 15000
7th 23000
8th 33000

so at current rate you'd be 1000+2250=3250 at 2nd level so 1250 above not taking dead equipment you have to sell into account

at 3 you'd be 5500 again without equipment selling versus 4k

at 4 you'd be at 10k versus 6k without dead equipmenet

at 5 14.5k versus 9k

at 6 26.5k versus 15k

so at 6 to maintain WBL you'd expect to have 11k worth of dead equipment

We don't know anything about tier 7-8 yet so that's as far as we can take it, but it seems pretty generous.

3/5

I was speaking more towards interesting/worthwhile armor upgrades. The level 1 and 2 seemed a tad lackluster. But I suppose if you don't have lowlight vision that one is worthwhile.

5/55/5 *

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Starfinder Charter Superscriber
EC Gamer Guy wrote:

I've put this here since SFS play has a unique situation with equipment.

As I now have 2 3rd level characters and a fair amount of credits I'm looking to upgrade gear. What I'm seeing is that at 3rd level I'm spending most of my credits on armor, the +2 personal upgrade and some random bits of equipment. There appears to be a gap in weapons and armor upgrades that aren't available until level 5-ish.

Anyone else see this trend or think I'm imagining things?

You aren't imagining things, but note that some chronicles (like 1-03 and 1-04) offer some additional equipment options that aren't in any of the books, including some decent level 3 weapon options.

1/5 **

Yeah I'd have to agree. The sheath is nice for my android sniper for when someone gets to close. Jump Jets can be a fun little item. But the rest ::shrugs:: eh. I mean a force field would be nice... but the level 3 version only gives 1 temp hit point.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Perdue wrote:
Yeah I'd have to agree. The sheath is nice for my android sniper for when someone gets to close. Jump Jets can be a fun little item. But the rest ::shrugs:: eh. I mean a force field would be nice... but the level 3 version only gives 1 temp hit point.

It is approximately equivalent to DR 1/- that only activates once a round.

Every round, the first hit point of damage goes away. Next round the force field recharges that temp hit point and it can once again save you a hit point. One nice thing is that as far as I can tell it doesn’t matter what did the damage — it would activate for Mind Thrust, Magic Missile, Laser fire or a club to the head.

1/5 **

Oh I'm not saying it's useless, I think it's better than any of the level 1-2 upgrades. I'm just not sure it's really worth the 2 upgrade slots and 1600 credits.

I've had arguments with people about the usefulness of DR 1/- as far back as 3.0. People often under estimate how nice it is to to look your GM in the eye when he says "you take 50 damage" and say back "49!" with a sneer and gleeful laugh.

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